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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Basic Questions on what you want H6 to be like
Thread: Basic Questions on what you want H6 to be like This thread is 2 pages long: 1 2 · NEXT»
mvassilev
mvassilev


Responsible
Undefeatable Hero
posted April 26, 2008 01:44 AM bonus applied by alcibiades on 26 Apr 2008.
Edited by mvassilev at 01:40, 01 May 2008.

Basic Questions on what you want H6 to be like

Credit goes to Djive for http://heroescommunity.com/viewthread.php3?TID=10845. But, with H5, I have added more questions and options. If the options are like 1, 2, 3, then select one option. If it's A, B, C, then select as many options as you want.

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.
2. Heroes should be on battle field (Heroes 4 style)
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
4. Commanders, the way they are in WoG.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)
6. Other. Please specify.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
2. 10-50 %
3. 50-100%
4. 100-200%
5. 200-400%
6. More than 400%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)
2. Spells disappear from Spellbook after a certain number of uses. (H1 style)
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
5. Other. Please specify.

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.
2. Fixed allies on the Map.
3. Dynamic alliances can be formed during the game.
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%
2. 10-20%
3. 20-50%
4. More than 50%.

Q9. Stacking creatures:
1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
2. Creature stacks should be limited to a finite amount of creature, like 100.
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
1. 5 or less.
2. 6-7
3. 8-9
4. 6 or more.
5. 8 or more.
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
2. 9-12 (H2)
3. 13-16 (H3, H5 + HoF)
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style)
B. All creatures should have two upgrades.
C. Each creature should have between zero and three upgrades. (H2 style)
D. Each creature should have one or several alternative upgrades. (H5 + ToTE)
E. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
4. Use 1 Magic school, and limit the towns in which spells they can produce.
5. Use 1 Magic school, and let any town produce nearly any spell. (H1 - H2 style)
6. Other. Please specify.

Q14. How many levels for spells?
1. 4 or less.
2. 5
3. 6-7
4. 8 or more.

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
2. Dedicated schools with unique spells (H4 - H5)
3. Dedicated schools but some spells are shared between schools (H3)
4. One generic school for all spells (H2)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
1. Less than 20.
2. 20-29
3. 30-39
4. 40-49.
5. 50 or more.

Q19. How many skill levels for the secondary skills?
1. 3 or less.
2. 4.
3. 5 or more.
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)
2. Loosely connected with groups. (Like in H5, or not)
3. Strongly connected with groups and, prerequisites within group. (H4)
4. Even more strongly connected than Heroes 4.

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
3. There should be no Hero secondary  classes.
4. Other. Please specify.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills
2. 4 skills.
3. 5 or more skills.

Q23. Should creatures require upkeep?
1. Yes.
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.
2. No.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)
2. All armies have at least one Hero.
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)
2. One per week/Tavern, more with Tavern upgrades.
3. One per week/Tavern.
4. More than one per week/Tavern.
5. Other. Please specify.

Q27. Should Heroes in basic classes start out identical?
1. Yes.
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)
2. No (like in H1, H2, H4)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
2. 50%-75%
3. 75%-100%
4. 100%-150%
5. >150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H5?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q35. What do you think of Fog of War?
1. Bring it back.
2. Keep it away.
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Bring it back.
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)
2. Retreat/surrender puts you in tavern (H3)
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.
4. Retreat and surrender bring you to the nearest castle by Caravan.
5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
7. Other. Please specify.

Q39. How should in-combat movement be handled (Part 1)?
1. Each creature (and hero if in combat) should have a speed stat that determine both when their turn is and how far they move. (H1 - H3)
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
1. The fastest creature moves first, then the second-fastest, and so on until every creature has moved. Then the fastest creature moves again. (Assuming that no one waits.) (H1 - H4)
2. Initiative, the way it works in H5.
3. Other.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.
B. Add hitpoints to the hero (if heroes are in combat).
C. Give the hero new in-combat abilities.
D. Give the hero new out-of-combat abilities.
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)
2. Creatures get morale at the beginning of each round, which, in addition to speed, determines when their turn is. (H4)
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)
2. It should determine how much damage a creature receives. (H4)
____________
Eccentric Opinion

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted April 26, 2008 02:02 AM
Edited by mvassilev at 14:38, 26 Apr 2008.

Q1. The Hero Role.
2. Heroes should be on battle field (Heroes 4 style)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style)
C. Each creature should have between zero and three upgrades. (H2 style)
D. Each creature should have one or several alternative upgrades. (H5 + ToTE)

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)

Q14. How many levels for spells?
3. 6-7

Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4 - H5)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
D. Traps and moats harming attackers.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.

Q18. How many secondary skills for heroes?
4. 40-49.

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
2. Loosely connected with groups. (Like in H5, or not)

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.

Q22. Assuming there are skill groups. How many skills in each group?
3. 5 or more skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
4. 100%-150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
3. Important.

Q33. How important is an improved map editor (compared to the feature level in H5?
2. Very important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
2. Very important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Bring it back.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)

Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.
B. Add hitpoints to the hero (if heroes are in combat).
C. Give the hero new in-combat abilities.
D. Give the hero new out-of-combat abilities.

Q43. How should morale work?
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)
____________
Eccentric Opinion

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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 26, 2008 02:09 AM
Edited by GenieLord at 15:19, 26 Apr 2008.

Great idea, Mvass!

1) 5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)

2) 3. 50-100%

3) Why not having both?

4) Obviously, 1. Any spell the Hero has learnt in the game (H2 - H5 style)

5) 4. Dynamic alliances but with the possibility to play without Diplomacy.

6) A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance

7) All but Flagged Map Structures (Mines etcetera).

8) 2. 10-20%

9) 3. Creature stacks should work as before.

10) 6. 10 or more. Something around 11-13.

11) 4. 17 or more. (H5 + ToTE)

12) C. Each creature should have between zero and three upgrades. (H2 style)

13) 1. Use one magic school per town type. (H4 style)

14) 2. 5

15) 1. One generic school with spells open to all, and then additional dedicated schools with unique spells.

16) All.

17) B, C, D, E, F, G, I (but ruining only castle, citadel and fort. Not other buildings)

18) 1. Less than 20.

19) 2. 4.

20) 2. Loosely connected with groups. (Like in H5, or not)

22) 7 skill groups - Might Skills, Racial Skills, Magic Skills, Unique Magic, Elemental Magic and Bonuses (such as War Mechines skills).

23) 2. No.

24) 1. Yes.

25) 1. All armies have exactly one Hero. (H2-H3 Style)

26) 2. One per week/Tavern, more with Tavern upgrades.

27) 2. No

28) 1. Yes (like in H3, H5)

29) All of them are possiblities.

30) 75%-125% - Dependent on the faction. Should be more than 125% for factions like Wizards, and less than 100% for factions like Orcs...

31) 4. Not important.

32) 2. Very important.

33) 2. Very important.

34) 3. Important.

35) 3. Make it an option.

36) 2. Keep it away.

37) 1. Yes

38) 2. Retreat/surrender puts you in tavern (H3)

39) 2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

40) 2. Initiative, the way it works in H5.

41) 1. The distance that the army can go is determined by the average speed of all the creatures.

42) I don't think there should be such things.

43) 1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)

44) 1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 26, 2008 02:44 AM

Question 1: The Hero should be like in Heroes V, I think, but with a few modifications.  There should be differenences of attack, such as attacking hard and destroying a lot or attacking in a different way that deals less damage but has Bash or Fear or something.  Perhaps this could be decided by your faction, eg, Inferno = Fear, Sylvan = Pacifism, etc.

Question 2: More than 400% if they are off the battlefeild.  It's called "HEROES of bla bla bla" so they should matter.

Question 3: Perhaps commanders?  But no sidekicks, it adds to the lonely aspect of the Heroes.  We don't need Robin when we have Arantir.

Question 4: I think Magic needs to be reworked thouroughly, but it could take a while.  I'll start a thread if I ever get around to it.

Question 5: Dynamic alliances but with the possibility to play without Diplomacy.

Question 6: I like option A quite a lot:
Hostile: Different from War how?
Unknown: Might be just called "Neutral" like a normal person.
Peace: At the end when all others are overthrown, lands are devided, or fought out?

Question 7: Towns no, but yes to the rest.

Question 9: Stacks should never change.

Question 10: By towns do you mean maximum controlled?  There shouldn't be a limit.  Do you mean different factions?  There should never be a limit.

Question 11: 17 or more.

Question 12: One to several, but all should have at least 2 upgrades.  And XP!

Question 13: 8 Schools.  Because Namus demands it.

Question 14: I think there should be 6-7 spell levels.  5 for normal/multiplayer maps, plus an extra uber spell for Academy and Dungeon (and other magic place??) if you get the Grail.  In the campaign there should be a level 7 spell.

Question 15: For spells?  There should never be a limit.

Question 16: Shared Spells.

Question 17: I would like to see more done with Castleseige.  You have a lot there, and I think there should be only some for every town (eg, Academy has casters and Traps, Dungeon has Traps and uscaleable walls (Adamantine or Hexed)

Question 18: LOTS OF SKILLS!!!!

Question 19: Variable skill levels, anywhere from 2 (basically an upgrade) to 6 (For the racial skill)

Question 20: I think the connections between skills should be somewhere between Heroes V and Heroes IV.

Question 21: I think Heroes are good with just one class.

Question 22: LOTS OF SKILLS!!!!

Question 23: No upkeep.  Seriously.

Question 24: I think, except barring scripts/special circumstances/grail there should be one build a day.

Question 25: Armies should have one hero except special circumstances.

Question 26: I think hero recruitment should be based on the size of the Hero's kingdom.  If the hero has a lot of castles and mines and things then there should be less limit.

Question 27: No.

Question 28: Hero specialties!  But various ones.

Question 29: Lots of differences in spcialities, all over the place.  Different factions should have different specialties, eg, Haven should focus on expansion of empire, where as Academy should focus on Magic, etc.

Question 30: City Hall Income should start with enough but not be enough by endgame.

Question 31: Random Map generator is very important, but knowing this community someone will make one on their own!

Question 32: Release without multiplayer is like latin without "-us endings"

Question 33: I'll buy the game, but I'll be annoyed to the point of protest if it don't be havin' ze map editorzz!

Question 34: The same about editing everything.

Question 35: Let fog of war die slowly.  

Question 36: Same to mobile guards.

Question 37: And Line of Sight rules.

Question 38: I like going to the caravan thing, which could be captured and held for ransom.
____________
How exactly is luck a skill?

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MattII
MattII


Legendary Hero
posted April 26, 2008 10:54 AM
Edited by MattII at 04:50, 12 May 2008.

Q1. Like in H4, but not so extreme, ie, hero starts out as about 4th level creature stats, at about level 5 at level 5, level 6 at level 10, etc.

Q2. I'd like to say 50-100% but that would make low levels essentially useless in late game, instead of at least being cannon fodder, so 400+%.

Q3. War machines.

Q4. Other. Like in H2-H5, but heroes are barred from learning certain spells (Haven hero blocked from learning Death Ripple for example), or can only learn with max. wisdom, and not all spells possible in all Mage Guilds.

Q5. Fixed allied.

Q6. Trade only by giving.

Q7. C, D (if in), E, F, H.

Q8. Don't know, never really thought about it.

Q9. Same as before.

Q10. 8 or more, though 10 or more would be even better.

Q11. At first liked 9-12, but now 17+, depends on my mood.

Q12. H3, H4, H5 mix. Two upgrades for normal creatures, but some exclusive creatures, which only get one upgrade each.

Q13. H5 style, based on elemental.

Q14. 5, it works well, why change it?

Q15. H4/5 style, based on effect. To explain further, MG schools are based on elements (earth, air, fire, water), whereas skill schools are based on effects (bless, curse, summon/heal, damage), so each town provides a few spells of a mage's skill school, but not too many.

Q16. B (eg, blind arrow towers), C (some towns, but not on adventure map), E.

Q17. A (though damage type depends on town), D, F, G.

Q18. Not sure.

Q19. Variable, but with only three mains and a few bonuses.

Q20. Not at all, or connected in groups.

Q21. Offered skills depend on hero class.

Q22. 3 to 4.

Q23. No.

Q24. Yes, no question about it.

Q25. Creatures can move without heroes, or you can have multiple heroes (H4 style).

Q26. No limit.

Q27. No, give a few of them unique skills.

Q28. Yes, definitely.

Q29. All of the above.

Q30. 75-100% for total recruitment, 100-150% for town recruitment.

Q31. Absolutely essential.

Q32. Fairly important, but wouldn't affect my purchase if the rest of the game was good.

Q33. More important than multiplayer, but I can still live without it if the rest of the game is good, and there's a random map generator.

Q34. Not important, though they could still make it an option so others could do WoG-like or similar modifications.

Q35. Bring it back.

Q36. No, though hidden guards on some artefacts, resource piles might be good.

Q37. What exactly does that mean?

Q38. Retreat puts hero back in nearest tavern with extra cost per level. Surrender puts hero back in nearest town, with surrender cost reducible by offering artefacts.

Q39. Independent speed and initiative.

Q40. Way it works in H5.

Q41. Determined by the slowest creature.

Q42. One steed, straight movement increase.

Q43. Instant move, like H3.

Q44. Increase/decrease damage.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted April 26, 2008 11:18 AM
Edited by Lexxan at 20:19, 26 Apr 2008.

Q1. The Hero Role.

5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.) + affected by spells.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%



Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
D. War machines.


Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)

Q5. Which level of diplomacy do you want in the game?

2. Fixed allies on the Map.

Q6. Assuming you have diplomacy which of the following do you want.
C. Ability to trade by making a give/want offer.


Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):

D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
H. Creatures.


Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:

3. Creature stacks should work as before.
Q10. How many Towns would you like to see:


6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?

4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

B. All creatures should have two upgrades.
D. Each creature should have one or several alternative upgrades. (H5 + ToTE)


Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style) that is at least 10

Q14. How many levels for spells?

4. 8 or more. 8!

Q15. How do you want the magic schools?

2. Dedicated schools with unique spells (H4 - H5)


Q16. Should there be spells for....

E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
G. Catapults to break down walls and gate and maybe battle rams ?

Q18. How many secondary skills for heroes?

2. 20-29


Q19. How many skill levels for the secondary skills?

4. Variable between different secondary skills. 4 for unique faction skills; 3 for the other skills

Q20. How tightly should skills depend on each other.

2. Loosely connected with groups. (Like in H5, or not)


Q21. Should Hero secondary class depend on secondary skill?

3. There should be no Hero secondary  classes.


Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?

2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

4. More than one per week/Tavern.


Q27. Should Heroes in basic classes start out identical?

2. No

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)


Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)


Q30: Maximum City Hall weekly income should cover

4. 100%-150% around 110-120%

Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.

4. Not important.

Q32. How important is multi player in the first relesase?

4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H5?

3. Important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?

4. Not important.

Q35. What do you think of Fog of War?

3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Bring it back.


Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?

2. No


Q38. How do you deal with heroes who retreat/surrender in battle?

2. Retreat/surrender puts you in tavern (H3)


Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

40.
2. Initiative, the way it works in H5.


Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.


Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?

E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)


____________
Coincidence? I think not!!!!

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 26, 2008 11:42 AM

Q1. The Hero Role.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.
((A is good, but I think should be acquired through other means like learning, B is redundant because of artifacts))

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
C. Flagged Map Structures. (Mines etcetera)
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
C. Each creature should have between zero and three upgrades. (H2 style)
D. Each creatureSome creatures should have one or several alternative upgrades. (H5 + ToTE)

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4 - H5)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
D. Traps and moats harming attackers.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.

Q18. How many secondary skills for heroes?
1. Less than 20.

Q19. How many skill levels for the secondary skills?
1. 3 or less.

Q20. How tightly should skills depend on each other.
2. Loosely connected with groups. (Like in H5, or not)

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.

Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify) - All of the regular - Movement, money/resource bonus, maybe cheaper biulding/recruiting for when hero is in town.

Q30: Maximum City Hall weekly income should cover
3. 75%-100%

Q31. How important is a Random Map Generator in first release to you.
4. Not important.

Q32. How important is multi player in the first relesase?
4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H5?
4. Not important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 26, 2008 05:02 PM

Quote:
Credit goes to Djive for http://heroescommunity.com/viewthread.php3?TID=10845. But, with H5, I have added more questions and options. If the options are like 1, 2, 3, then select one option. If it's A, B, C, then select as many options as you want.

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.
2. Heroes should be on battle field (Heroes 4 style)
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
4. Commanders, the way they are in WoG.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)
6. Other. Please specify. Pretty simila to Heroes 5 style, except I think Heroes should be able to use their turn to protect a stack from enemy Hero attack, hence negating/reducing damage produced by enemy Hero attacks.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
2. 10-50 %
50-100% - I think ... Each skill should be around ~30 %
4. 100-200%
5. 200-400%
6. More than 400%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)
2. Spells disappear from Spellbook after a certain number of uses. (H1 style)
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
5. Other. Please specify.

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.
2. Fixed allies on the Map.
3. Dynamic alliances can be formed during the game.
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%
2. 10-20%
3. 20-50%
4. More than 50%.

Q9. Stacking creatures:
1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
2. Creature stacks should be limited to a finite amount of creature, like 100.
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
1. 5 or less.
2. 6-7
3. 8-9
4. 6 or more.
5. 8 or more.
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
2. 9-12 (H2)
3. 13-16 (H3, H5 + HoF)
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style)
B. All creatures should have two upgrades.
C. Each creature should have between zero and three upgrades. (H2 style)
D. Each creature should have one or several alternative upgrades. (H5 + ToTE)
E. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
4. Use 1 Magic school, and limit the towns in which spells they can produce.
5. Use 1 Magic school, and let any town produce nearly any spell. (H1 - H2 style)
6. Other. Please specify.

Q14. How many levels for spells?
1. 4 or less.
2. 5
3. 6-7
4. 8 or more.

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
2. Dedicated schools with unique spells (H4 - H5)
3. Dedicated schools but some spells are shared between schools (H3)
4. One generic school for all spells (H2)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.

I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
1. Less than 20. - this is NOT COUNTING ABILITIES!
2. 20-29
3. 30-39
4. 40-49.
5. 50 or more.

Q19. How many skill levels for the secondary skills?
1. 3 or less.
2. 4.
3. 5 or more.
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)
2. Loosely connected with groups. (Like in H5, or not)
3. Strongly connected with groups and, prerequisites within group. (H4)
4. Even more strongly connected than Heroes 4.

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
3. There should be no Hero secondary  classes.
4. Other. Please specify.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills
2. 4 skills.
3. 5 or more skills.

Q23. Should creatures require upkeep?
1. Yes.
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.
2. No.

Q25. Which restriction on mixing creatures and heroes in armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)
2. All armies have at least one Hero.
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)
2. One per week/Tavern, more with Tavern upgrades.
3. One per week/Tavern.
4. More than one per week/Tavern.
5. Other. Please specify.

Q27. Should Heroes in basic classes start out identical?
1. Yes.
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)
2. No (like in H1, H2, H4)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
2. 50%-75%
3. 75%-100%
4. 100%-150%
5. >150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H5?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q35. What do you think of Fog of War?
1. Bring it back.
2. Keep it away.
3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
1. Bring it back.
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)
2. Retreat/surrender puts you in tavern (H3)
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.
4. Retreat and surrender bring you to the nearest castle by Caravan.
5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
7. Other. Please specify. H5 TotE style: Retreat is possible, but you loose various artifacts. Purchased in Tavern.

Q39. How should in-combat movement be handled (Part 1)?
1. Each creature (and hero if in combat) should have a speed stat that determine both when their turn is and how far they move. (H1 - H3)
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
1. The fastest creature moves first, then the second-fastest, and so on until every creature has moved. Then the fastest creature moves again. (Assuming that no one waits.) (H1 - H4)
2. Initiative, the way it works in H5.
3. Other.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.
B. Add hitpoints to the hero (if heroes are in combat).
C. Give the hero new in-combat abilities.
D. Give the hero new out-of-combat abilities.
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)
2. Creatures get morale at the beginning of each round, which, in addition to speed, determines when their turn is. (H4)
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)
2. It should determine how much damage a creature receives. (H4)


Great poll! Hope you'll make statistics on the results.
____________
What will happen now?

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xerox
xerox


Promising
Undefeatable Hero
posted April 26, 2008 05:30 PM

Q1. The Hero Role.

6. Other. Please specify.

In my H6 ideas there is an option called "Battle Mode".
If you play a map or campaign with battle mode turned on then heroes will fight like in H4.
If not, then the heroes will fight the same way as in H5.


Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)

4. 100-200%


Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?

D. War machines.


Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):

1. Any spell the Hero has learnt in the game (H2 - H5 style)


Q5. Which level of diplomacy do you want in the game?

4. Dynamic alliances but with the possibility to play without Diplomacy.


Q6. Assuming you have diplomacy which of the following do you want.

B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.



Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):


D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
H. Creatures.



Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?

2. 10-20%


Q9. Stacking creatures:

3. Creature stacks should work as before.


Q10. How many Towns would you like to see:

6. 10 or more.


Q11. How many creatures (counting upgrades) in each town?

4. 17 or more. (H5 + ToTE)


Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

D. Each creature should have one or several alternative upgrades. (H5 + ToTE)


Q13. Magic Schools and Towns

2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)


Q14. How many levels for spells?

2. 5


Q15. How do you want the magic schools?

2. Dedicated schools with unique spells (H4 - H5)


Q16. Should there be spells for....

D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)



Q17. Which of the following do you want to see during a siege of a city.

A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.



Q18. How many secondary skills for heroes?

1. Less than 20.


Q19. How many skill levels for the secondary skills?

1. 3 or less.


Q20. How tightly should skills depend on each other.

H5 style.


Q21. Should Hero secondary class depend on secondary skill?

4. Other. Please specify.

I didnt understand this question. Hero classes like Heretics and Demon Lords should be able to have diffrent chance to learn secondary skills and have diffrent sub-skills for the racial skill.


Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills


Q23. Should creatures require upkeep?
2. No.


Q24. Do you want the one build/day limit to stay?
1. Yes.


Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?

1. All armies have exactly one Hero. (H2-H3 Style)


Q26. Which limit do you want for recruiting Heroes?

2. One per week/Tavern, more with Tavern upgrades.


Q27. Should Heroes in basic classes start out identical?
2. No.


Q28: Should heroes have specialties?
1. Yes (like in H3, H5)


Q29: If the answer above is yes should they:

B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)


Yes improve economy etc too.


Q30: Maximum City Hall weekly income should cover

Didnt understand.


Q31. How important is a Random Map Generator in first release to you.
3. Important.


Q32. How important is multi player in the first relesase?
2. Very important.


Q33. How important is an improved map editor (compared to the feature level in H5?
3. Important


Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.


Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)


Q36. What do you think of mobile guards?
2. Keep it away.


Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?

Yes and No. Some areas would be darker in campaigns and sceanarios etc.


Q38. How do you deal with heroes who retreat/surrender in battle?
7. Other. Please specify.

In my HoMM6 there is battle mode as i have said many times.
You can then kill heroes, and then they will not appear on that map anymore.
If you surrender, then you pay the enemy money (but they will maybe not let you flee). If you retreat you will come to nearest town without 1 tier 1 creature.
If you lose but is not killed then the enemy will get you to prison and you will have to free or buy them out (without artifacts and tier 1 creature).
If the enemy doesnt have a prison then you will be hireable in taverns for a large amount of price.
Price increases by 2% per heroes level.


Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)


Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.


Q41. How should Adventure-map movement be handled?
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).


Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)


Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 26, 2008 06:42 PM

Q1. The Hero Role.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.

Q5. Which level of diplomacy do you want in the game?
2. Fixed allies on the Map.

Q6. Assuming you have diplomacy which of the following do you want.
C. Ability to trade by making a give/want offer.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
3. 20-50%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.

Q11. How many creatures (counting upgrades) in each town?
3. 13-16 (H3, H5 + HoF)
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
C. Each creature should have between zero and three upgrades. (H2 style)

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4 - H5)

Q16. Should there be spells for....
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.

Q18. How many secondary skills for heroes?
2. 20-29
3. 30-39

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
2. Loosely connected with groups. (Like in H5, or not)

Q21. Should Hero secondary class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. Assuming there are skill groups. How many skills in each group?
3. 5 or more skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
2. One per week/Tavern, more with Tavern upgrades.
3. One per week/Tavern.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells

Q30: Maximum City Hall weekly income should cover
2. 50%-75%

Q31. How important is a Random Map Generator in first release to you.
2. Very important.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game. (including hot-seat)

Q33. How important is an improved map editor (compared to the feature level in H5?
3. Important.
4. Not important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. How do you deal with heroes who retreat/surrender in battle?
5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.

Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted April 26, 2008 10:57 PM

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.
2. Heroes should be on battle field (Heroes 4 style)3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
4. Commanders, the way they are in WoG.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)
6. Other. Please specify.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
2. 10-50 %
3. 50-100%
4. 100-200%
5. 200-400%
6. More than 400%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)
2. Spells disappear from Spellbook after a certain number of uses. (H1 style)
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
5. Other. Please specify.

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.
2. Fixed allies on the Map.
3. Dynamic alliances can be formed during the game.
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%
2. 10-20%
3. 20-50%
4. More than 50%.

Q9. Stacking creatures:
1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
2. Creature stacks should be limited to a finite amount of creature, like 100.
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
1. 5 or less.
2. 6-7
3. 8-9
4. 6 or more.
5. 8 or more.
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
2. 9-12 (H2)
3. 13-16 (H3, H5 + HoF)
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style)
B. All creatures should have two upgrades.
C. Each creature should have between zero and three upgrades. (H2 style)D. Each creature should have one or several alternative upgrades. (H5 + ToTE)
E. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
4. Use 1 Magic school, and limit the towns in which spells they can produce.
5. Use 1 Magic school, and let any town produce nearly any spell. (H1 - H2 style)
6. Other. Please specify.

Q14. How many levels for spells?
1. 4 or less.
2. 5
3. 6-7
4. 8 or more.

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
2. Dedicated schools with unique spells (H4 - H5)
3. Dedicated schools but some spells are shared between schools (H3)
4. One generic school for all spells (H2)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)


Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)


Q18. How many secondary skills for heroes?
1. Less than 20.
2. 20-29
3. 30-39
4. 40-49.
5. 50 or more.

Q19. How many skill levels for the secondary skills?
1. 3 or less.
2. 4.
3. 5 or more.
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)
2. Loosely connected with groups. (Like in H5, or not)
3. Strongly connected with groups and, prerequisites within group. (H4)
4. Even more strongly connected than Heroes 4.

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
3. There should be no Hero secondary  classes.
4. Other. Please specify.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills
2. 4 skills.
3. 5 or more skills.

Q23. Should creatures require upkeep?
1. Yes.
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.
2. No.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)
2. All armies have at least one Hero.
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)
2. One per week/Tavern, more with Tavern upgrades.
3. One per week/Tavern.
4. More than one per week/Tavern.
5. Other. Please specify.

Q27. Should Heroes in basic classes start out identical?
1. Yes.
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)
2. No (like in H1, H2, H4)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)


Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
2. 50%-75%
3. 75%-100%
4. 100%-150%
5. >150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H5?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q35. What do you think of Fog of War?
1. Bring it back.
2. Keep it away.
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Bring it back.
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)
2. Retreat/surrender puts you in tavern (H3)
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.
4. Retreat and surrender bring you to the nearest castle by Caravan.
5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
7. Other. Please specify.

Q39. How should in-combat movement be handled (Part 1)?
1. Each creature (and hero if in combat) should have a speed stat that determine both when their turn is and how far they move. (H1 - H3)
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
1. The fastest creature moves first, then the second-fastest, and so on until every creature has moved. Then the fastest creature moves again. (Assuming that no one waits.) (H1 - H4)2. Initiative, the way it works in H5.
3. Other.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.
B. Add hitpoints to the hero (if heroes are in combat).
C. Give the hero new in-combat abilities.
D. Give the hero new out-of-combat abilities.
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)
2. Creatures get morale at the beginning of each round, which, in addition to speed, determines when their turn is. (H4)3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)2. It should determine how much damage a creature receives. (H4)

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EPAmonkey
EPAmonkey

Tavern Dweller
Earth Elemental
posted April 27, 2008 01:37 AM

Q1 2. Heroes 4 style

Q2 4. 100-200%

Q3 D. war machines

Q4 1. Heroes 2-5

Q5 4. alliances can be formed but you don't have to

Q6 A. Several levels of diplomacy

Q7 F. Normal resources

Q8 2. 10-20%

Q9 2 stacks should be limited in size (but I think they should allow heaps more stacks)

Q10 6. 10 or more (the more the better i say)

Q11 4. 17 0r more

Q12 E. no up grades (I started off with heroes 4 and then went to 3 but liked the heroes 4 system better)

Q13 3. 3-6 schools

Q14 2. 5 levels of magic

Q15 2. dedicated spells for each school

Q16 c. summonig creatures that you can keep (I think that you should need a high level in summoning befroe you can do this)

Q17 A. B. C. and H.

Q18 4. 40 -49 secondary skills for each hero

Q19 3. 5 or more skill levels for each secondary skill

Q20 3. skills sould be strongly connected like h4

Q21 1.

Q22 2. 4 skills in each skill grouop

Q23 1. yes

Q24 1. yes one build per day limit should stay

Q25 3. creatures can mive around without heroes(h4)

Q26 3. recruit one heroe per week in the tavern

Q27 2. no

Q28 2. heroes should not have specialties

Q29

Q30 3. 75%-100%

Q31 3. random map generator in first release is important

Q32 4. multiplayer is not important in the first release

Q33 4. improved map editor is not important

Q34 2. very important be able to modify the game

Q35 3. make fog of war an option

Q36 1. bring back mobile guards

Q37 1. yes i want line of sight rules

Q38 1. retreat and surrender takes you to nearest castle

Q39 2. each creatures has different speed movement in combat

Q40 1.

Q41 2. dstance travel on adventure map should be determined independently of creatures

Q42 A. horses should improve hero speed

Q43 2.

Q44 2. luck should determine how much damage the creatures receives




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panduwana
panduwana


Adventuring Hero
posted May 01, 2008 08:27 AM

Q1. The Hero Role.
Should be depends on faction
for example, Haven's knights are merely humans so option #1 is suitable (be on the battlefield and be part of a stack)
Academy's wizards better be outside of the field hurling thunderbolts and fireballs
while Inferno's are perfect for hero-is-super-monster ala Heroes 4

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
This can be used to balance the types of heroes in Q1 e.g. knights use managerial/tactical skill to greatly improve army stats, while super-monster heroes don't

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
depends on hero type, e.g.
dwarf/gnome/goblin heroes use war machines
wizards/elf use sidekicks
etc

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
E. Artifacts.
F. Normal resources.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
2. Creature stacks should be limited to a finite amount of creature, like 100.
addition: different creature size should have different limit, the smaller the unit size the more number it can be stacked

Q10. How many Towns would you like to see:
3. 8-9

Q11. How many creatures (counting upgrades) in each town?
2. 9-12 (H2)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
C. Each creature should have between zero and three upgrades. (H2 style)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)

Q14. How many levels for spells?
1. 4 or less.

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.

Q16. Should there be spells for....
B. Spells directly affecting cities.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
1. Less than 20.

Q19. How many skill levels for the secondary skills?
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)

Q21. Should Hero secondary class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.

Q23. Should creatures require upkeep?
Some of them

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
2. All armies have at least one Hero.

Q26. Which limit do you want for recruiting Heroes?
2. One per week/Tavern, more with Tavern upgrades.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells

Q30: Maximum City Hall weekly income should cover
3. 75%-100%

Q31. How important is a Random Map Generator in first release to you.
3. Important.

Q32. How important is multi player in the first relesase?
3. Important.

Q33. How important is an improved map editor (compared to the feature level in H5?
3. Important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
No if the army has flyer
Yes otherwize

Q38. How do you deal with heroes who retreat/surrender in battle?
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.

Q39. How should in-combat movement be handled (Part 1)?
1. Each creature (and hero if in combat) should have a speed stat that determine both when their turn is and how far they move. (H1 - H3)

Q40. How should in-combat movement be handled (Part 2)?
1. The fastest creature moves first, then the second-fastest, and so on until every creature has moved. Then the fastest creature moves again. (Assuming that no one waits.) (H1 - H4)

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
B. Add hitpoints to the hero (if heroes are in combat).
C. Give the hero new in-combat abilities.

Q43. How should morale work?
2. Creatures get morale at the beginning of each round, which, in addition to speed, determines when their turn is. (H4)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)

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fieldpriest
fieldpriest


Hired Hero
an orthodox revolutionist
posted May 01, 2008 10:10 AM

Great work, very appreciated.

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.
2. Heroes should be on battle field (Heroes 4 style)
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
4. Commanders, the way they are in WoG.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)
6. Other. Please specify.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
2. 10-50 %
3. 50-100%
4. 100-200%
5. 200-400%
6. More than 400%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
B. Side-Kicks to give Hero higher stats.
C. Side-Kicks to give a % bonus to certain hero secondary skills.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)
2. Spells disappear from Spellbook after a certain number of uses. (H1 style)
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
5. Other. Please specify.

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.
2. Fixed allies on the Map.
3. Dynamic alliances can be formed during the game.
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer.
D. Ability to threaten hostile actions unless demands are met.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
B. Heroes.
C. Flagged Map Structures. (Mines etcetera)
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%
2. 10-20%
3. 20-50%
4. More than 50%.

Q9. Stacking creatures:
1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
2. Creature stacks should be limited to a finite amount of creature, like 100.
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
1. 5 or less.
2. 6-7
3. 8-9
4. 6 or more.
5. 8 or more.
6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
2. 9-12 (H2)
3. 13-16 (H3, H5 + HoF)
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style)
B. All creatures should have two upgrades.
C. Each creature should have between zero and three upgrades. (H2 style)
D. Each creature should have one or several alternative upgrades. (H5 + ToTE)
E. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style)
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
4. Use 1 Magic school, and limit the towns in which spells they can produce.
5. Use 1 Magic school, and let any town produce nearly any spell. (H1 - H2 style)
6. Other. Please specify.

Q14. How many levels for spells?
1. 4 or less.
2. 5
3. 6-7
4. 8 or more.

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.
2. Dedicated schools with unique spells (H4 - H5)
3. Dedicated schools but some spells are shared between schools (H3)
4. One generic school for all spells (H2)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
1. Less than 20.
2. 20-29
3. 30-39
4. 40-49.
5. 50 or more.

Q19. How many skill levels for the secondary skills?
1. 3 or less.
2. 4.
3. 5 or more.
4. Variable between different secondary skills.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)
2. Loosely connected with groups. (Like in H5, or not)
3. Strongly connected with groups and, prerequisites within group. (H4)
4. Even more strongly connected than Heroes 4.

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
3. There should be no Hero secondary  classes.
4. Other. Please specify.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills
2. 4 skills.
3. 5 or more skills.

Q23. Should creatures require upkeep?
1. Yes.
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.
2. No.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)
2. All armies have at least one Hero.
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)
2. One per week/Tavern, more with Tavern upgrades.
3. One per week/Tavern.
4. More than one per week/Tavern.
5. Other. Please specify.

Q27. Should Heroes in basic classes start out identical?
1. Yes.
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)
2. No (like in H1, H2, H4)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)


Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
2. 50%-75%
3. 75%-100%
4. 100%-150%
5. >150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H5?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
1. It decides whether or not I buy the game.
2. Very important.
3. Important.
4. Not important.

Q35. What do you think of Fog of War?
1. Bring it back.
2. Keep it away.
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Bring it back.
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)
2. Retreat/surrender puts you in tavern (H3)
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.
4. Retreat and surrender bring you to the nearest castle by Caravan.
5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
7. Other. Please specify.

Q39. How should in-combat movement be handled (Part 1)?
1. Each creature (and hero if in combat) should have a speed stat that determine both when their turn is and how far they move. (H1 - H3)
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
1. The fastest creature moves first, then the second-fastest, and so on until every creature has moved. Then the fastest creature moves again. (Assuming that no one waits.) (H1 - H4)
2. Initiative, the way it works in H5.
3. Other.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.
B. Add hitpoints to the hero (if heroes are in combat).
C. Give the hero new in-combat abilities.
D. Give the hero new out-of-combat abilities.
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)
2. Creatures get morale at the beginning of each round, which, in addition to speed, determines when their turn is. (H4)
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)
2. It should determine how much damage a creature receives. (H4)

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B-E-T-A
B-E-T-A


Promising
Legendary Hero
Guess Who is Back?
posted May 02, 2008 12:06 PM

Q1. The Hero Role.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
3. 50-100%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities.
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)

Q5. Which level of diplomacy do you want in the game?
3. Dynamic alliances can be formed during the game.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance
C. Ability to trade by making a give/want offer.

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
D. Heroes held for Ransom by enemy.
E. Artifacts.
F. Normal resources.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.(8-16)

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
D. Each creature should have one or several alternative upgrades. (H5 + ToTE)

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)

Q14. How many levels for spells?
2. 5

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
C. Summoning creatures outside combat, which you can keep.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
D. Traps and moats harming attackers.
G. Catapults to break down walls and gate.

Q18. How many secondary skills for heroes?
5. 50 or more.

Q19. How many skill levels for the secondary skills?
1. 3 or less.

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)

Q21. Should Hero secondary class depend on secondary skill?
3. There should be no Hero secondary  classes.

Q22. Assuming there are skill groups. How many skills in each group?
3. 5 or more skills.

Q23. Should creatures require upkeep?
2.No

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3)

Q27. Should Heroes in basic classes start out identical?
2.No

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells

Q30: Maximum City Hall weekly income should cover
4. 100%-150%

Q31. How important is a Random Map Generator in first release to you.
4. Not important.

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.

Q33. How important is an improved map editor (compared to the feature level in H5?
1. It decides whether or not I buy the game.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
2. Keep it away

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
2. No

Q38. How do you deal with heroes who retreat/surrender in battle?
2. Retreat/surrender puts you in tavern (H3)

Q39. How should in-combat movement be handled (Part 1)?
1. Each creature (and hero if in combat) should have a speed stat that determine both when their turn is and how far they move. (H1 - H3)

Q40. How should in-combat movement be handled (Part 2)?
1. The fastest creature moves first, then the second-fastest, and so on until every creature has moved. Then the fastest creature moves again. (Assuming that no one waits.) (H1 - H4)

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)

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Drako_the_noob
Drako_the_noob


Known Hero
Banned
posted May 02, 2008 04:08 PM

Q1. The Hero Role.
2. Heroes should be on battle field (Heroes 4 style)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
4. 100-200%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):

5. Other. Please specify.

Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
D. Heroes held for Ransom by enemy.
F. Normal resources.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
3. 8-9


Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
C. Each creature should have between zero and three upgrades. (H2 style)

Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)


Q14. How many levels for spells?
3. 6-7

Q15. How do you want the magic schools?
3. Dedicated schools but some spells are shared between schools (H3)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
1. Less than 20.

Q19. How many skill levels for the secondary skills?
3. 5 or more.

Q20. How tightly should skills depend on each other.
3. Strongly connected with groups and, prerequisites within group. (H4)


Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.

Q22. Assuming there are skill groups. How many skills in each group?
2. 4 skills.

Q23. Should creatures require upkeep?
1. Yes.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?
2. One per week/Tavern, more with Tavern upgrades.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify)

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
4. Not important.

Q32. How important is multi player in the first relesase?
3. Important.

Q33. How important is an improved map editor (compared to the feature level in H5?
3. Important.


Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
1. Bring it back.

Q36. What do you think of mobile guards?
2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4)

Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.
B. Add hitpoints to the hero (if heroes are in combat).

Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)

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Olexus
Olexus

Tavern Dweller
posted May 02, 2008 06:37 PM

Quote:
Credit goes to Djive for [url]http://heroescommunity.com/viewthread.php3?TID=10845[/url]. But, with H5, I have added more questions and options. If the options are like 1, 2, 3, then select one option. If it's A, B, C, then select as many options as you want.

Q1. The Hero Role.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)


Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
4. 100-200%

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)


Q5. Which level of diplomacy do you want in the game?
4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
C. Flagged Map Structures. (Mines etcetera)
E. Artifacts.
F. Normal resources.
H. Creatures.


Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
2. 10-20%


Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
5. 8 or more.


Q11. How many creatures (counting upgrades) in each town?
3. 13-16 (H3, H5 + HoF)


Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style)


Q13. Magic Schools and Towns
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)


Q14. How many levels for spells?
2. 5


Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4 - H5)


Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
C. Summoning creatures outside combat, which you can keep.
D. Altering the adventure map.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built)
D. Traps and moats harming attackers.
E. Grail creature defending town.
G. Catapults to break down walls and gate.
H. Attackers can scale the walls without having to ruin them.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.)

Q18. How many secondary skills for heroes?
4. 40-49.


Q19. How many skill levels for the secondary skills?
1. 3


Q20. How tightly should skills depend on each other.
2. Loosely connected with groups. (Like in H5, or not)


Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed.


Q22. Assuming there are skill groups. How many skills in each group?
3. 5 or more skills.

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.


Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style)


Q26. Which limit do you want for recruiting Heroes?
2. One per week/Tavern, more with Tavern upgrades.


Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)


Q29: If the answer above is yes should they:
A. Enhance secondary skills


Q30: Maximum City Hall weekly income should cover
2. 50%-75%


Q31. How important is a Random Map Generator in first release to you.
2. Very important.


Q32. How important is multi player in the first relesase?
2. Very important.


Q33. How important is an improved map editor (compared to the feature level in H5?
2. Very important.


Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
4. Not important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
1. Bring it back.


Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes


Q38. How do you deal with heroes who retreat/surrender in battle?
2. Retreat/surrender puts you in tavern (H3)


Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.


Q41. How should Adventure-map movement be handled?
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement.
C. Give the hero new in-combat abilities.
D. Give the hero new out-of-combat abilities.


Q43. How should morale work?
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)


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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted May 12, 2008 02:34 AM

Q1. The Hero Role.

5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)


Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)

2. 10-50 %


Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?

D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)


Q5. Which level of diplomacy do you want in the game?

4. Dynamic alliances but with the possibility to play without Diplomacy.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance



Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):

H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?

2. 10-20%


Q9. Stacking creatures:

2. Creature stacks should be limited to a finite amount of creature, like 100.


Q10. How many Towns would you like to see:

6. 10 or more.

Q11. How many creatures (counting upgrades) in each town?

4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)

D. Each creature should have one or several alternative upgrades. (H5 + ToTE)


Q13. Magic Schools and Towns

2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)


Q14. How many levels for spells?

2. 5


Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells.


Q16. Should there be spells for....


E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.

F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)


Q18. How many secondary skills for heroes?

3. 30-39


Q19. How many skill levels for the secondary skills?

2. 4.


Q20. How tightly should skills depend on each other.

2. Loosely connected with groups. (Like in H5, or not)


Q21. Should Hero secondary class depend on secondary skill?

2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.



Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills


Q23. Should creatures require upkeep?

2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.


Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?

3. Creatures can move around without Heroes. (H4 style)

Q26. Which limit do you want for recruiting Heroes?

2. One per week/Tavern, more with Tavern upgrades.


Q27. Should Heroes in basic classes start out identical?
1. Yes.


Q28: Should heroes have specialties?
1. Yes (like in H3, H5)


Q29: If the answer above is yes should they:
d.

Q30: Maximum City Hall weekly income should cover

2. 50%-75%

Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.

2. Very important.


Q32. How important is multi player in the first relesase?

2. Very important.



Q33. How important is an improved map editor (compared to the feature level in H5?

2. Very important.


Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?

2. Very important.


Q35. What do you think of Fog of War?

3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?

2. Keep it away.

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes


Q38. How do you deal with heroes who retreat/surrender in battle?



4. Retreat and surrender bring you to the nearest castle by Caravan.


Q39. How should in-combat movement be handled (Part 1)?

2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?

2. Initiative, the way it works in H5.


Q41. How should Adventure-map movement be handled?

2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?

D. Give the hero new out-of-combat abilities.


Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3)


Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)


____________
Protection From Everything.
dota

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 14, 2008 06:01 PM

Stats up to and not including MatII's post:

Q1. The Hero Role.
1. Heroes should be on the battle field and be part of a stack for protection.
2. Heroes should be on battle field (Heroes 4 style) 1
3. Heroes should not particpate personally in battle. (Heroes 1-Heroes 3 style.)
4. Commanders, the way they are in WoG.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.) 2
6. Other. Please specify.

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
1. Less than 10%
2. 10-50 %
3. 50-100% 2
4. 100-200%
5. 200-400%
6. More than 400% 1

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
A. Side-Kicks to give Hero new special abilities. 1
B. Side-Kicks to give Hero higher stats. 1
C. Side-Kicks to give a % bonus to certain hero secondary skills. 1
D. War machines. 3

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style) 2
2. Spells disappear from Spellbook after a certain number of uses. (H1 style)
3. Any spell which belongs to any flagged structure/town controlled by the player (but only as long as these remain flagged.)
4. 2 combined with 3. That is the hero can cast the spell a certain amount of times after the structure is taken by enemy.
5. Other. Please specify. 1

Q5. Which level of diplomacy do you want in the game?
1. No diplomacy.
2. Fixed allies on the Map.
3. Dynamic alliances can be formed during the game.
4. Dynamic alliances but with the possibility to play without Diplomacy. 3

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance 3
B. Ability to trade only by giving (H3 style)
C. Ability to trade by making a give/want offer. 1
D. Ability to threaten hostile actions unless demands are met. 1

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns. 2
B. Heroes. 3
C. Flagged Map Structures. (Mines etcetera) 2
D. Heroes held for Ransom by enemy. 3
E. Artifacts. 3
F. Normal resources. 3
G. Changed diplomatic stance towards players. 3
H. Creatures. 3

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%
2. 10-20% 2
3. 20-50%
4. More than 50%.

Q9. Stacking creatures:
1. Creature stacking should be removed from the game, that is only 1 creaure per stack.
2. Creature stacks should be limited to a finite amount of creature, like 100.
3. Creature stacks should work as before. 3

Q10. How many Towns would you like to see:
1. 5 or less.
2. 6-7
3. 8-9
4. 6 or more.
5. 8 or more.
6. 10 or more. 2

Q11. How many creatures (counting upgrades) in each town?
1. 8 or less. (H4)
2. 9-12 (H2)
3. 13-16 (H3, H5 + HoF)
4. 17 or more. (H5 + ToTE) 3

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
A. All creatures should have one upgrade. (H3 - H5 + HoF style) 1
B. All creatures should have two upgrades. 1
C. Each creature should have between zero and three upgrades. (H2 style) 2
D. Each creature should have one or several alternative upgrades. (H5 + ToTE) 1
E. No upgrades in towns. (H4 style, but could still be improved creatures due to say Leaders idea or creature XP.)

Q13. Magic Schools and Towns
1. Use one magic school per town type. (H4 style) 1
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style) 1
3. Use 3-6 magic schools, and let each town produce some spells for each school (H3 style)
4. Use 1 Magic school, and limit the towns in which spells they can produce.
5. Use 1 Magic school, and let any town produce nearly any spell. (H1 - H2 style)
6. Other. Please specify. 1

Q14. How many levels for spells?
1. 4 or less.
2. 5 1
3. 6-7 2
4. 8 or more.

Q15. How do you want the magic schools?
1. One generic school with spells open to all, and then additional dedicated schools with unique spells. 1
2. Dedicated schools with unique spells (H4 - H5) 1
3. Dedicated schools but some spells are shared between schools (H3)
4. One generic school for all spells (H2) 1

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town) 2
B. Spells directly affecting cities. 2
C. Summoning creatures outside combat, which you can keep. 2
D. Altering the adventure map. 2
E. Summonng guards to Mines (H2 style) 2

Q17. Which of the following do you want to see during a siege of a city.
A. Shooting turrets. (Either fixed strength, or increasing strength depending on which day the turret was built) 1
B. Turrets, but player must place own shooters in it. 1
C. Garrison mage/tower casting spells. 1
D. Traps and moats harming attackers. 2
E. Grail creature defending town. 1
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.) 2
G. Catapults to break down walls and gate. 2
H. Attackers can scale the walls without having to ruin them. 1
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.) 1

Q18. How many secondary skills for heroes?
1. Less than 20. 1
2. 20-29
3. 30-39
4. 40-49. 1
5. 50 or more. 1

Q19. How many skill levels for the secondary skills?
1. 3 or less.
2. 4. 1
3. 5 or more.
4. Variable between different secondary skills. 2

Q20. How tightly should skills depend on each other.
1. Not at all. (H2-H3)
2. Loosely connected with groups. (Like in H5, or not) 3
3. Strongly connected with groups and, prerequisites within group. (H4) 1
4. Even more strongly connected than Heroes 4.

Q21. Should Hero secondary class depend on secondary skill?
1. Hero class should be derived from secondary skills possessed. 1
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.
3. There should be no Hero secondary  classes. 1
4. Other. Please specify.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills
2. 4 skills.
3. 5 or more skills. 2

Q23. Should creatures require upkeep?
1. Yes.
2. No. 3

Q24. Do you want the one build/day limit to stay?
1. Yes. 3
2. No.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
1. All armies have exactly one Hero. (H2-H3 Style) 2
2. All armies have at least one Hero.
3. Creatures can move around without Heroes. (H4 style) 1

Q26. Which limit do you want for recruiting Heroes?
1. No limit, as long as you can place Hero in an army or garrison. (H3) 1
2. One per week/Tavern, more with Tavern upgrades. 1
3. One per week/Tavern.
4. More than one per week/Tavern.
5. Other. Please specify. 1

Q27. Should Heroes in basic classes start out identical?
1. Yes.
2. No. 3

Q28: Should heroes have specialties?
1. Yes (like in H3, H5) 3
2. No (like in H1, H2, H4)

Q29: If the answer above is yes should they:
A. Enhance secondary skills 3
B. Offer bonuses to certain creatures 3
C. Offer proficiency with certain spells 3
D. Other Miscellaneous, Adventure Map, Economical\Town advantages (please specify) 3

Q30: Maximum City Hall weekly income should cover
1. <50% maximum weekly creature recruiting expenses
2. 50%-75%
3. 75%-100% 2
4. 100%-150%  2
5. >150%
Note: Considering all dwellings and upgrades built

Q31. How important is a Random Map Generator in first release to you.
1. It decides whether or not I buy the game.
2. Very important. 2
3. Important.
4. Not important. 1

Q32. How important is multi player in the first relesase?
1. It decides whether or not I buy the game.
2. Very important. 2
3. Important. 1
4. Not important.

Q33. How important is an improved map editor (compared to the feature level in H5?
1. It decides whether or not I buy the game.
2. Very important. 2
3. Important. 1
4. Not important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
1. It decides whether or not I buy the game. 1
2. Very important.
3. Important. 2
4. Not important.

Q35. What do you think of Fog of War?
1. Bring it back.
2. Keep it away. 1
3. Make it an option. (Select when Map is started.) 2

Q36. What do you think of mobile guards?
1. Bring it back. 1
2. Keep it away. 22

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes 1
2. No 2

Q38. How do you deal with heroes who retreat/surrender in battle?
1. Retreat and surrender bring you to the nearest castle (H4) 1
2. Retreat/surrender puts you in tavern (H3) 1
3. Retreat/surrender puts you in tavern but to buy back you need to spend recruitment cost plus an additional 5-10% cost per level.
4. Retreat and surrender bring you to the nearest castle by Caravan. 1
5. Retreat and surrender bring you to nearest Town by Tavern, and Hero will need to be rerecruited from the Tavern.
6. Heroes can't retreat. Surrender is allowed if opponent accept offer or your hero has better Diplomacy skill.
7. Other. Please specify.

Q39. How should in-combat movement be handled (Part 1)?
1. Each creature (and hero if in combat) should have a speed stat that determine both when their turn is and how far they move. (H1 - H3)
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5) 2

Q40. How should in-combat movement be handled (Part 2)?
1. The fastest creature moves first, then the second-fastest, and so on until every creature has moved. Then the fastest creature moves again. (Assuming that no one waits.) (H1 - H4)
2. Initiative, the way it works in H5. 2
3. Other.

Q41. How should Adventure-map movement be handled?
1. The distance that the army can go is determined by the slowest creature in the army. 1
2. The distance that the army can go is independent of creatures in the army.
3. Other 1

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
A. Increase speed/initiative and movement. 1
B. Add hitpoints to the hero (if heroes are in combat). 1
C. Give the hero new in-combat abilities. 1
D. Give the hero new out-of-combat abilities. 1
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5). 1

Q43. How should morale work?
1. Creatures get morale after their turn, which enables them to move again instantly. (H1 - H3) 1
2. Creatures get morale at the beginning of each round, which, in addition to speed, determines when their turn is. (H4)
3. Creatures get morale after their turn, which moves their next turn up. (H5) 1

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5) 2
2. It should determine how much damage a creature receives. (H4)
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Eccentric Opinion

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted July 14, 2008 06:57 PM

Q1. The Hero Role.
5. Heroes should not be on the battlefield, but be able to attack and have their own turns. (Heroes 5 style.)

Q2. How much is it reasonable that a Hero can add to an army's offence and defence? (Through skills and attributes)
2. 10-50 %

Q3. Should Heroes be able to have side-kicks/henchmen (enhancing skills or giving Hero new abilities) or war machines?
D. War machines.

Q4. What should decide which spells a Hero have access to (barring artifacts or scrolls which can give heroes additional spells):
1. Any spell the Hero has learnt in the game (H2 - H5 style)

Q5. Which level of diplomacy do you want in the game?
3. Dynamic alliances can be formed during the game.

Q6. Assuming you have diplomacy which of the following do you want.
A. Several levels of diplomay like: War, Hostile, Unknown, Peace, Trading Treaty, Alliance

Q7. Assuming you can trade with other players which of the following do you want tradeable (some of these would be limited depending on the diplomatic stance between the players):
A. Towns.
C. Flagged Map Structures. (Mines etcetera)
E. Artifacts.
F. Normal resources.
G. Changed diplomatic stance towards players.
H. Creatures.

Q8. How much should a Hero minor artifact be able to add to an army's offence, ranged attack or defence?
1. Less than 10%

Q9. Stacking creatures:
3. Creature stacks should work as before.

Q10. How many Towns would you like to see:
3. 8-9

NOTE: assuming that more towns are harder to balance ofc, otherwise why not want 10+?

Q11. How many creatures (counting upgrades) in each town?
4. 17 or more. (H5 + ToTE)

Q12. How many upgrades for each creature in town? (Edited to clarify: It's the number of upgrades for the individiual creature and not the total amount of upgrades of creatures which is asked for.)
D. Each creature should have one or several alternative upgrades. (H5 + ToTE)

Q13. Magic Schools and Towns
2. Use 3-6 magic schools, and let each towns produce spells in about 50% of them. (H5 style)

Q14. How many levels for spells?
3. 6-7

Q15. How do you want the magic schools?
2. Dedicated schools with unique spells (H4 - H5)

Q16. Should there be spells for....
A. Global spells affecting all creatures (possible in radius from a Hero or a Town)
B. Spells directly affecting cities.
E. Summonng guards to Mines (H2 style)

Q17. Which of the following do you want to see during a siege of a city.
B. Turrets, but player must place own shooters in it.
C. Garrison mage/tower casting spells.
D. Traps and moats harming attackers.
E. Grail creature defending town.
F. Specialized defence strutcure. (Could be dealing damage to attackers each turn, or summoning town defenders, or possibly animating slain creatures to skeletons and the like.)
G. Catapults to break down walls and gate.
I. Attacker is able to destroy town structures. (If completely destroyed then the defender has to rebuild them.) - NOTE: I want only Fort and defensive structures to be destroyed!

Q18. How many secondary skills for heroes?
3. 30-39

Q19. How many skill levels for the secondary skills?
2. 4.

Q20. How tightly should skills depend on each other.
2. Loosely connected with groups. (Like in H5, or not)

Q21. Should Hero secondary class depend on secondary skill?
2. Hero class should decide which skills are offered, and restrict certain skill from being offered. Hero class should be derived from parameters other than the secondary skills.

Q22. Assuming there are skill groups. How many skills in each group?
1. 3 or less skills

Q23. Should creatures require upkeep?
2. No.

Q24. Do you want the one build/day limit to stay?
1. Yes.

Q25. Which restriction on mixing creatures and heroes in  armies do you prefer?
2. All armies have at least one Hero.

Q26. Which limit do you want for recruiting Heroes?
3. One per week/Tavern.

Q27. Should Heroes in basic classes start out identical?
2. No.

Q28: Should heroes have specialties?
1. Yes (like in H3, H5)

Q29: If the answer above is yes should they:
A. Enhance secondary skills
B. Offer bonuses to certain creatures
C. Offer proficiency with certain spells

Q30: Maximum City Hall weekly income should cover
2. 50%-75%

Q31. How important is a Random Map Generator in first release to you.
3. Important.

Q32. How important is multi player in the first relesase?
2. Very important.

Q33. How important is an improved map editor (compared to the feature level in H5?
The thing is, I like the H5 map editor, it has nice features But if it could be improved, I'd say:
2. Very important.

Q34. How important is possibility to modify the game, with custom graphics, sounds or similar?
2. Very important.

Q35. What do you think of Fog of War?
3. Make it an option. (Select when Map is started.)

Q36. What do you think of mobile guards?
2. Keep it away,

Q37. Do you want "line of sight" rules to restrict vision on the adventure Map?
1. Yes

Q38. How do you deal with heroes who retreat/surrender in battle?
4. Retreat and surrender bring you to the nearest castle by Caravan. 1

Q39. How should in-combat movement be handled (Part 1)?
2. Each creature (and hero if in combat) should have independent speed/initiative and movement/speed stats, the first determining when they move, the second determinining how far they move. (H4 - H5)

Q40. How should in-combat movement be handled (Part 2)?
2. Initiative, the way it works in H5.

Q41. How should Adventure-map movement be handled?
2. The distance that the army can go is independent of creatures in the army.

Q42. If there are different steeds/mounts available for heroes at stables, what should they be able to do?
E. There should only be one steed from a stable, and it should only increase adventure map movement. (H3 - H5).

Q43. How should morale work?
3. Creatures get morale after their turn, which moves their next turn up. (H5)

Q44. How should luck work?
1. It should increase or decrease creature damage, depending on whether it's positive or negative. (H1 - H3, H5)
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